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-rw-r--r--src/render/PointLights.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp
index 88b9aaea..0713dc6d 100644
--- a/src/render/PointLights.cpp
+++ b/src/render/PointLights.cpp
@@ -86,12 +86,11 @@ CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
ret *= distNorm;
}else{
float intensity;
+ // distance fade
if(distNorm < 0.5f)
- // near enough
intensity = 1.0f;
else
- // attenuate
- intensity = 1.0f - (distNorm - 0.5f)*2.0f;
+ intensity = 1.0f - (distNorm - 0.5f)/(1.0f - 0.5f);
if(distance != 0.0f){
CVector dir = dist / distance;
@@ -153,7 +152,7 @@ CPointLights::RenderFogEffect(void)
if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
continue;
- fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
+ fogginess = aLights[i].fogType == FOG_NORMAL ? CWeather::Foggyness : 1.0f;
if(fogginess == 0.0f)
continue;
@@ -198,7 +197,7 @@ CPointLights::RenderFogEffect(void)
float distsq = sq(dx) + sq(dy);
float linedistsq = distsq - sq(dot);
if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
- CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
+ CVector fogcoors(xi, yi, aLights[i].coors.z + 10.0f);
if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
point, entity, true, false, false, false, true, false, nil)){
// Now same check again in xyz
@@ -220,7 +219,7 @@ CPointLights::RenderFogEffect(void)
intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,
@@ -269,7 +268,7 @@ CPointLights::RenderFogEffect(void)
CVector fogcoors(xi, yi, point.point.z + 1.6f);
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
- float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
+ float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
float size = FogSizes[r>>1];
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
spritew * size, spriteh * size,